TakeRecorder.SaveRecordedAssetsOverride
TakeRecorder.SaveRecordedAssetsOverride
#Overview
name: TakeRecorder.SaveRecordedAssetsOverride
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
0: Save recorded assets is based on user settings\n1: Override save recorded assets to always start on
It is referenced in 3
C++ source files.
#Summary
#Usage in the C++ source code
The purpose of TakeRecorder.SaveRecordedAssetsOverride is to control the behavior of saving recorded assets in the Take Recorder system within Unreal Engine 5. It is specifically designed for the Virtual Production plugin, particularly the Takes module.
This setting variable is primarily used by the Take Recorder module, which is part of the Virtual Production plugin in Unreal Engine 5. It affects the functionality related to recording and saving assets during virtual production workflows.
The value of this variable is set through a console variable (CVar) named CVarTakeRecorderSaveRecordedAssetsOverride. It is initialized with a default value of 0 and can be changed at runtime through console commands or programmatically.
The associated variable CVarTakeRecorderSaveRecordedAssetsOverride directly interacts with TakeRecorder.SaveRecordedAssetsOverride. They share the same value and purpose.
Developers must be aware that this variable can override user settings for saving recorded assets. When the value is set to 1, it forces the system to always save recorded assets, regardless of the user’s preferences.
Best practices when using this variable include:
- Use it sparingly, as it overrides user settings.
- Consider the performance implications of always saving recorded assets when enabling this override.
- Document any changes to this variable in project settings or documentation to ensure team awareness.
Regarding the associated variable CVarTakeRecorderSaveRecordedAssetsOverride:
The purpose of CVarTakeRecorderSaveRecordedAssetsOverride is to provide a programmatic way to control the TakeRecorder.SaveRecordedAssetsOverride setting. It is implemented as a console variable, allowing for runtime modification.
This variable is used within the TakeRecorderModule of the Virtual Production plugin. It directly influences the behavior of the Take Recorder system.
The value of CVarTakeRecorderSaveRecordedAssetsOverride is set during the module’s initialization and can be modified through console commands or programmatically during runtime.
It interacts with the UTakeRecorderUserSettings class, potentially overriding the user’s preferences for saving recorded assets.
Developers should be aware that changes to this variable will immediately affect the Take Recorder’s behavior, potentially impacting performance and disk usage.
Best practices for using CVarTakeRecorderSaveRecordedAssetsOverride include:
- Use it for debugging or specific production scenarios where automatic asset saving is crucial.
- Be cautious when modifying it in shipping builds, as it may affect performance.
- Consider exposing this option in a user-friendly way if frequent changes are necessary for your project’s workflow.
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Plugins/VirtualProduction/Takes/Source/TakeRecorder/Private/TakeRecorderModule.cpp:55
Scope: file
Source code excerpt:
static TAutoConsoleVariable<int32> CVarTakeRecorderSaveRecordedAssetsOverride(
TEXT("TakeRecorder.SaveRecordedAssetsOverride"),
0,
TEXT("0: Save recorded assets is based on user settings\n1: Override save recorded assets to always start on"),
ECVF_Default);
FName ITakeRecorderDropHandler::ModularFeatureName("ITakeRecorderDropHandler");
#Associated Variable and Callsites
This variable is associated with another variable named CVarTakeRecorderSaveRecordedAssetsOverride
. They share the same value. See the following C++ source code.
#Loc: <Workspace>/Engine/Plugins/VirtualProduction/Takes/Source/TakeRecorder/Private/TakeRecorderModule.cpp:54
Scope: file
Source code excerpt:
IMPLEMENT_MODULE(FTakeRecorderModule, TakeRecorder);
static TAutoConsoleVariable<int32> CVarTakeRecorderSaveRecordedAssetsOverride(
TEXT("TakeRecorder.SaveRecordedAssetsOverride"),
0,
TEXT("0: Save recorded assets is based on user settings\n1: Override save recorded assets to always start on"),
ECVF_Default);
FName ITakeRecorderDropHandler::ModularFeatureName("ITakeRecorderDropHandler");
#Loc: <Workspace>/Engine/Plugins/VirtualProduction/Takes/Source/TakeRecorder/Private/TakeRecorderModule.cpp:438
Scope (from outer to inner):
file
function void FTakeRecorderModule::RegisterSettings
Source code excerpt:
GetMutableDefault<UTakeRecorderUserSettings>()->LoadConfig();
const bool bSaveRecordedAssetsOverride = CVarTakeRecorderSaveRecordedAssetsOverride.GetValueOnGameThread() != 0;
if (bSaveRecordedAssetsOverride)
{
GetMutableDefault<UTakeRecorderUserSettings>()->Settings.bSaveRecordedAssets = bSaveRecordedAssetsOverride;
}
SettingsModule.RegisterSettings("Editor", "ContentEditors", "TakeRecorderSequenceEditor",